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Interaction with artificial intelligence in games
Gergely Pap IHCI presentation 2018.V.16.
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Definition of AI in video games
Generally controls non-player characters or subsystems Provide responsive, adaptive or intelligent behavior Tries to generate actions similar to a human Usually applies already existing techniques and methods from the field of AI
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Recognition of AI When we encounter an AI in a video game setting, often it is one of the game’s elemental or essential parts (e.g. guards, traders, etc.) Regularly players fail to recognize AI systems during their playtime (Total War micro- and macromanagement systems) Or confuse simple systems with more complex ones (NN agent running in circles vs merchant with lots of built-in / predefined responses, walls of text)
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Basic interaction with AI in games
For player-like characters: Actions like: talking, following, issuing simple one-time commands (Move there! Wait here!) For management systems: automation, completion of repeated tasks Enemy controllers: role of board game opponents (chess: Stockfish, card-games: simplified tree search)
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Three different approaches to game AI
Ruleset-based methods Behavior trees State-Machines
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Ruleset-based AI Simple if-then-else commands
Good for easy tasks (zombie, guard) Does not give much room to create life-like behavior Rules could get complex and hard-to-read quickly
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Behavior Tree AI Greater control over the character’s behavior
Wide-spread technique in videogames Easy to read – visualizable Players can experiment via interacting with AI Guessing its rules Adapting to the challenges provided by AI Detection methods for this approach: Radar Line of sight
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Finite-State-Machine AI
Variable-driven method AI defined by its states and the transitional rules between them High degrees of freedom – wide range of options Harder to implement Players often feel at a loss Need to communicate the AI-s state clearly
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Some tools to communicate AI properties to the player
Finite-state-machine patrol routes and search points Radar detection for behavior tree
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Different layers and approaches to game systems
Total War series Implements 2 different AI-s for gameplay tasks Diplomacy AI Combat AI Battle AI Turn-based environment: -diplomatic missions -resource management -global map presence -state-machines -genetic algorithms Real-time enviroment: -applying strategy -controlling army units -controlling individual soldiers -responding to player activity -different neural nets to solve various tasks Unit AI
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Echo Day and night cycles NN to learn player-specific actions
Learns during daytime, models at night Creates interesting adaptive gameplay for the user
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Machine learning to optimize game AI
Decision tree building – ID3 kNN with low-dimensions ANN-s to produce controll output (e.g. snake game – 4 possible input direction as the output probabilities of the NN) Genetic algorithms Advantages: readable by humans, easy to implement and debug Drawbacks: too complicated vs too simple
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Animation automation Skeletons, rigging, animation montage
Cloud-based machine learning pipeline
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Battlefield 1 - SEED Array of simultaneous action
Imitation learning – 30 minutes of human play Learning environment - simple fps setting 6 days on several machines Goal: Self learning agents to be part of the games themselves truly intelligent NPCs adapt and evolve over time accumulate experience from engaging with human players.
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Dota 2 - OpenAI Bot learned the game from scratch by self-play
Does not use imitation learning or tree search Simplified environment 1v1 – regular Dota is 5v5 Could beat professionals reliably
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References https://www.youtube.com/watch?v=RLsKzkxWpK8
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Thank you for your attention!
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